Weapon Fire Executor
Type: Exec (In → Out)
Category: PLAYER
Controls fire rate and fire mode. Publishes weapon_fired = True on the exact frame a valid shot is produced. It is the authoritative source of the fire event — all downstream nodes (damage, FX, animation, recoil) must read weapon_fired.
Must be placed after Weapon State Publisher and before damage nodes.
Properties
| Property | Type | Default | Description |
|---|---|---|---|
| Mode | Enum | Semi-Auto |
Fire mode |
| Fire Rate | Float (0.1–100) | 10.0 |
Rounds per second (Auto and Burst) |
| Burst Count | Int (2–20) | 3 |
Rounds per burst (Burst mode only) |
Fire modes
| Mode | Behavior |
|---|---|
Semi-Auto |
One shot per press. Ignores held button. |
Auto |
Continuous fire while button is held and cooldown allows. |
Burst |
Fires Burst Count rounds per press at the configured rate. |
Sockets
| Socket | Direction | Type |
|---|---|---|
| In | Input | Exec |
| Out | Output | Exec |
Published variables (weapon_*)
| Variable | Type | Description |
|---|---|---|
weapon_fired |
bool | True only on the frame a shot is produced |
weapon_fire_mode |
string | Active mode: "SEMI" / "AUTO" / "BURST" |
weapon_fire_cooldown |
float | Remaining cooldown time (seconds) |
weapon_trigger_held |
bool | True while the trigger is active |
weapon_burst_remaining |
int | Rounds remaining in the current burst |
weapon_is_reloading |
bool | Read from Weapon Reload — blocks firing |
Fire conditions
For weapon_fired = True all of the following conditions must be met simultaneously:
weapon_can_fire = True(published by Weapon State Publisher)weapon_is_reloading = False(published by Weapon Reload)- Cooldown
<= 0 - Trigger active according to the mode
Weapon Balancer integration
The effective cooldown is divided by wb_fire_rate (published by Weapon Balancer). If Weapon Balancer is not present, the divisor is 1.0 (no effect).
Graph position
[Weapon State Publisher] → [Weapon Reload] → [Weapon Fire Executor] → [Weapon Spread] → [Hit Scan Weapon / Weapon Projectile]
↓
[Weapon Recoil]
[Weapon Animation]